BsCamera.cpp 22 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Renderer/BsCamera.h"
  4. #include "Private/RTTI/BsCameraRTTI.h"
  5. #include "Math/BsMath.h"
  6. #include "Math/BsMatrix3.h"
  7. #include "Math/BsVector2.h"
  8. #include "Math/BsAABox.h"
  9. #include "Math/BsSphere.h"
  10. #include "Error/BsException.h"
  11. #include "RenderAPI/BsRenderAPI.h"
  12. #include "Scene/BsSceneObject.h"
  13. #include "Renderer/BsRendererManager.h"
  14. #include "Renderer/BsRenderer.h"
  15. #include "Scene/BsSceneManager.h"
  16. namespace bs
  17. {
  18. const float CameraBase::INFINITE_FAR_PLANE_ADJUST = 0.00001f;
  19. CameraBase::CameraBase()
  20. : mLayers(0xFFFFFFFFFFFFFFFF), mProjType(PT_PERSPECTIVE), mHorzFOV(Degree(90.0f)), mFarDist(500.0f)
  21. , mNearDist(0.05f), mAspect(1.33333333333333f), mOrthoHeight(5), mPriority(0), mCustomViewMatrix(false)
  22. , mCustomProjMatrix(false), mMSAA(1), mFrustumExtentsManuallySet(false), mProjMatrixRS(BsZero), mProjMatrix(BsZero)
  23. , mViewMatrix(BsZero), mProjMatrixRSInv(BsZero), mProjMatrixInv(BsZero), mViewMatrixInv(BsZero)
  24. , mRecalcFrustum(true), mRecalcFrustumPlanes(true), mRecalcView(true)
  25. {
  26. mRenderSettings = bs_shared_ptr_new<RenderSettings>();
  27. invalidateFrustum();
  28. }
  29. void CameraBase::setHorzFOV(const Radian& fov)
  30. {
  31. mHorzFOV = fov;
  32. invalidateFrustum();
  33. _markCoreDirty();
  34. }
  35. const Radian& CameraBase::getHorzFOV() const
  36. {
  37. return mHorzFOV;
  38. }
  39. void CameraBase::setFarClipDistance(float farPlane)
  40. {
  41. mFarDist = farPlane;
  42. invalidateFrustum();
  43. _markCoreDirty();
  44. }
  45. float CameraBase::getFarClipDistance() const
  46. {
  47. return mFarDist;
  48. }
  49. void CameraBase::setNearClipDistance(float nearPlane)
  50. {
  51. if (nearPlane <= 0)
  52. {
  53. LOGERR("Near clip distance must be greater than zero.");
  54. return;
  55. }
  56. mNearDist = nearPlane;
  57. invalidateFrustum();
  58. _markCoreDirty();
  59. }
  60. float CameraBase::getNearClipDistance() const
  61. {
  62. return mNearDist;
  63. }
  64. const Matrix4& CameraBase::getProjectionMatrix() const
  65. {
  66. updateFrustum();
  67. return mProjMatrix;
  68. }
  69. const Matrix4& CameraBase::getProjectionMatrixInv() const
  70. {
  71. updateFrustum();
  72. return mProjMatrixInv;
  73. }
  74. const Matrix4& CameraBase::getProjectionMatrixRS() const
  75. {
  76. updateFrustum();
  77. return mProjMatrixRS;
  78. }
  79. const Matrix4& CameraBase::getProjectionMatrixRSInv() const
  80. {
  81. updateFrustum();
  82. return mProjMatrixRSInv;
  83. }
  84. const Matrix4& CameraBase::getViewMatrix() const
  85. {
  86. updateView();
  87. return mViewMatrix;
  88. }
  89. const Matrix4& CameraBase::getViewMatrixInv() const
  90. {
  91. updateView();
  92. return mViewMatrixInv;
  93. }
  94. const ConvexVolume& CameraBase::getFrustum() const
  95. {
  96. // Make any pending updates to the calculated frustum planes
  97. updateFrustumPlanes();
  98. return mFrustum;
  99. }
  100. ConvexVolume CameraBase::getWorldFrustum() const
  101. {
  102. const Vector<Plane>& frustumPlanes = getFrustum().getPlanes();
  103. const Transform& tfrm = getTransform();
  104. Matrix4 worldMatrix;
  105. worldMatrix.setTRS(tfrm.getPosition(), tfrm.getRotation(), Vector3::ONE);
  106. Vector<Plane> worldPlanes(frustumPlanes.size());
  107. UINT32 i = 0;
  108. for (auto& plane : frustumPlanes)
  109. {
  110. worldPlanes[i] = worldMatrix.multiplyAffine(plane);
  111. i++;
  112. }
  113. return ConvexVolume(worldPlanes);
  114. }
  115. void CameraBase::calcProjectionParameters(float& left, float& right, float& bottom, float& top) const
  116. {
  117. if (mCustomProjMatrix)
  118. {
  119. // Convert clipspace corners to camera space
  120. Matrix4 invProj = mProjMatrix.inverse();
  121. Vector3 topLeft(-0.5f, 0.5f, 0.0f);
  122. Vector3 bottomRight(0.5f, -0.5f, 0.0f);
  123. topLeft = invProj.multiply(topLeft);
  124. bottomRight = invProj.multiply(bottomRight);
  125. left = topLeft.x;
  126. top = topLeft.y;
  127. right = bottomRight.x;
  128. bottom = bottomRight.y;
  129. }
  130. else
  131. {
  132. if (mFrustumExtentsManuallySet)
  133. {
  134. left = mLeft;
  135. right = mRight;
  136. top = mTop;
  137. bottom = mBottom;
  138. }
  139. else if (mProjType == PT_PERSPECTIVE)
  140. {
  141. Radian thetaX(mHorzFOV * 0.5f);
  142. float tanThetaX = Math::tan(thetaX);
  143. float tanThetaY = tanThetaX / mAspect;
  144. float half_w = tanThetaX * mNearDist;
  145. float half_h = tanThetaY * mNearDist;
  146. left = -half_w;
  147. right = half_w;
  148. bottom = -half_h;
  149. top = half_h;
  150. mLeft = left;
  151. mRight = right;
  152. mTop = top;
  153. mBottom = bottom;
  154. }
  155. else
  156. {
  157. float half_w = getOrthoWindowWidth() * 0.5f;
  158. float half_h = getOrthoWindowHeight() * 0.5f;
  159. left = -half_w;
  160. right = half_w;
  161. bottom = -half_h;
  162. top = half_h;
  163. mLeft = left;
  164. mRight = right;
  165. mTop = top;
  166. mBottom = bottom;
  167. }
  168. }
  169. }
  170. void CameraBase::updateFrustum() const
  171. {
  172. if (isFrustumOutOfDate())
  173. {
  174. float left, right, bottom, top;
  175. calcProjectionParameters(left, right, bottom, top);
  176. if (!mCustomProjMatrix)
  177. {
  178. float inv_w = 1 / (right - left);
  179. float inv_h = 1 / (top - bottom);
  180. float inv_d = 1 / (mFarDist - mNearDist);
  181. if (mProjType == PT_PERSPECTIVE)
  182. {
  183. float A = 2 * mNearDist * inv_w;
  184. float B = 2 * mNearDist * inv_h;
  185. float C = (right + left) * inv_w;
  186. float D = (top + bottom) * inv_h;
  187. float q, qn;
  188. if (mFarDist == 0)
  189. {
  190. // Infinite far plane
  191. q = CameraBase::INFINITE_FAR_PLANE_ADJUST - 1;
  192. qn = mNearDist * (CameraBase::INFINITE_FAR_PLANE_ADJUST - 2);
  193. }
  194. else
  195. {
  196. q = -(mFarDist + mNearDist) * inv_d;
  197. qn = -2 * (mFarDist * mNearDist) * inv_d;
  198. }
  199. mProjMatrix = Matrix4::ZERO;
  200. mProjMatrix[0][0] = A;
  201. mProjMatrix[0][2] = C;
  202. mProjMatrix[1][1] = B;
  203. mProjMatrix[1][2] = D;
  204. mProjMatrix[2][2] = q;
  205. mProjMatrix[2][3] = qn;
  206. mProjMatrix[3][2] = -1;
  207. }
  208. else if (mProjType == PT_ORTHOGRAPHIC)
  209. {
  210. float A = 2 * inv_w;
  211. float B = 2 * inv_h;
  212. float C = -(right + left) * inv_w;
  213. float D = -(top + bottom) * inv_h;
  214. float q, qn;
  215. if (mFarDist == 0)
  216. {
  217. // Can not do infinite far plane here, avoid divided zero only
  218. q = -CameraBase::INFINITE_FAR_PLANE_ADJUST / mNearDist;
  219. qn = -CameraBase::INFINITE_FAR_PLANE_ADJUST - 1;
  220. }
  221. else
  222. {
  223. q = -2 * inv_d;
  224. qn = -(mFarDist + mNearDist) * inv_d;
  225. }
  226. mProjMatrix = Matrix4::ZERO;
  227. mProjMatrix[0][0] = A;
  228. mProjMatrix[0][3] = C;
  229. mProjMatrix[1][1] = B;
  230. mProjMatrix[1][3] = D;
  231. mProjMatrix[2][2] = q;
  232. mProjMatrix[2][3] = qn;
  233. mProjMatrix[3][3] = 1;
  234. }
  235. }
  236. ct::RenderAPI* renderAPI = ct::RenderAPI::instancePtr();
  237. renderAPI->convertProjectionMatrix(mProjMatrix, mProjMatrixRS);
  238. mProjMatrixInv = mProjMatrix.inverse();
  239. mProjMatrixRSInv = mProjMatrixRS.inverse();
  240. // Calculate bounding box (local)
  241. // Box is from 0, down -Z, max dimensions as determined from far plane
  242. // If infinite view frustum just pick a far value
  243. float farDist = (mFarDist == 0) ? 100000 : mFarDist;
  244. // Near plane bounds
  245. Vector3 min(left, bottom, -farDist);
  246. Vector3 max(right, top, 0);
  247. if (mCustomProjMatrix)
  248. {
  249. // Some custom projection matrices can have unusual inverted settings
  250. // So make sure the AABB is the right way around to start with
  251. Vector3 tmp = min;
  252. min.floor(max);
  253. max.ceil(tmp);
  254. }
  255. if (mProjType == PT_PERSPECTIVE)
  256. {
  257. // Merge with far plane bounds
  258. float radio = farDist / mNearDist;
  259. min.floor(Vector3(left * radio, bottom * radio, -farDist));
  260. max.ceil(Vector3(right * radio, top * radio, 0));
  261. }
  262. mBoundingBox.setExtents(min, max);
  263. mRecalcFrustum = false;
  264. mRecalcFrustumPlanes = true;
  265. }
  266. }
  267. bool CameraBase::isFrustumOutOfDate() const
  268. {
  269. return mRecalcFrustum;
  270. }
  271. void CameraBase::updateView() const
  272. {
  273. if (!mCustomViewMatrix && mRecalcView)
  274. {
  275. mViewMatrix.makeView(mTransform.getPosition(), mTransform.getRotation());
  276. mViewMatrixInv = mViewMatrix.inverseAffine();
  277. mRecalcView = false;
  278. }
  279. }
  280. void CameraBase::updateFrustumPlanes() const
  281. {
  282. updateFrustum();
  283. if (mRecalcFrustumPlanes)
  284. {
  285. mFrustum = ConvexVolume(mProjMatrix);
  286. mRecalcFrustumPlanes = false;
  287. }
  288. }
  289. float CameraBase::getAspectRatio() const
  290. {
  291. return mAspect;
  292. }
  293. void CameraBase::setAspectRatio(float r)
  294. {
  295. mAspect = r;
  296. invalidateFrustum();
  297. _markCoreDirty();
  298. }
  299. const AABox& CameraBase::getBoundingBox() const
  300. {
  301. updateFrustum();
  302. return mBoundingBox;
  303. }
  304. void CameraBase::setProjectionType(ProjectionType pt)
  305. {
  306. mProjType = pt;
  307. invalidateFrustum();
  308. _markCoreDirty();
  309. }
  310. ProjectionType CameraBase::getProjectionType() const
  311. {
  312. return mProjType;
  313. }
  314. void CameraBase::setCustomViewMatrix(bool enable, const Matrix4& viewMatrix)
  315. {
  316. mCustomViewMatrix = enable;
  317. if (enable)
  318. {
  319. mViewMatrix = viewMatrix;
  320. mViewMatrixInv = mViewMatrix.inverseAffine();
  321. }
  322. _markCoreDirty();
  323. }
  324. void CameraBase::setCustomProjectionMatrix(bool enable, const Matrix4& projMatrix)
  325. {
  326. mCustomProjMatrix = enable;
  327. if (enable)
  328. mProjMatrix = projMatrix;
  329. invalidateFrustum();
  330. _markCoreDirty();
  331. }
  332. void CameraBase::setOrthoWindow(float w, float h)
  333. {
  334. mOrthoHeight = h;
  335. mAspect = w / h;
  336. invalidateFrustum();
  337. _markCoreDirty();
  338. }
  339. void CameraBase::setOrthoWindowHeight(float h)
  340. {
  341. mOrthoHeight = h;
  342. invalidateFrustum();
  343. _markCoreDirty();
  344. }
  345. void CameraBase::setOrthoWindowWidth(float w)
  346. {
  347. mOrthoHeight = w / mAspect;
  348. invalidateFrustum();
  349. _markCoreDirty();
  350. }
  351. float CameraBase::getOrthoWindowHeight() const
  352. {
  353. return mOrthoHeight;
  354. }
  355. float CameraBase::getOrthoWindowWidth() const
  356. {
  357. return mOrthoHeight * mAspect;
  358. }
  359. void CameraBase::setFrustumExtents(float left, float right, float top, float bottom)
  360. {
  361. mFrustumExtentsManuallySet = true;
  362. mLeft = left;
  363. mRight = right;
  364. mTop = top;
  365. mBottom = bottom;
  366. invalidateFrustum();
  367. _markCoreDirty();
  368. }
  369. void CameraBase::resetFrustumExtents()
  370. {
  371. mFrustumExtentsManuallySet = false;
  372. invalidateFrustum();
  373. _markCoreDirty();
  374. }
  375. void CameraBase::getFrustumExtents(float& outleft, float& outright, float& outtop, float& outbottom) const
  376. {
  377. updateFrustum();
  378. outleft = mLeft;
  379. outright = mRight;
  380. outtop = mTop;
  381. outbottom = mBottom;
  382. }
  383. void CameraBase::setTransform(const Transform& transform)
  384. {
  385. SceneActor::setTransform(transform);
  386. mRecalcView = true;
  387. }
  388. void CameraBase::invalidateFrustum() const
  389. {
  390. mRecalcFrustum = true;
  391. mRecalcFrustumPlanes = true;
  392. }
  393. Vector2I CameraBase::worldToScreenPoint(const Vector3& worldPoint) const
  394. {
  395. Vector2 ndcPoint = worldToNdcPoint(worldPoint);
  396. return ndcToScreenPoint(ndcPoint);
  397. }
  398. Vector2 CameraBase::worldToNdcPoint(const Vector3& worldPoint) const
  399. {
  400. Vector3 viewPoint = worldToViewPoint(worldPoint);
  401. return viewToNdcPoint(viewPoint);
  402. }
  403. Vector3 CameraBase::worldToViewPoint(const Vector3& worldPoint) const
  404. {
  405. return getViewMatrix().multiplyAffine(worldPoint);
  406. }
  407. Vector3 CameraBase::screenToWorldPoint(const Vector2I& screenPoint, float depth) const
  408. {
  409. Vector2 ndcPoint = screenToNdcPoint(screenPoint);
  410. return ndcToWorldPoint(ndcPoint, depth);
  411. }
  412. Vector3 CameraBase::screenToWorldPointDeviceDepth(const Vector2I& screenPoint, float deviceDepth) const
  413. {
  414. Vector2 ndcPoint = screenToNdcPoint(screenPoint);
  415. Vector4 worldPoint(ndcPoint.x, ndcPoint.y, deviceDepth, 1.0f);
  416. worldPoint = getProjectionMatrixRS().inverse().multiply(worldPoint);
  417. Vector3 worldPoint3D;
  418. if (Math::abs(worldPoint.w) > 1e-7f)
  419. {
  420. float invW = 1.0f / worldPoint.w;
  421. worldPoint3D.x = worldPoint.x * invW;
  422. worldPoint3D.y = worldPoint.y * invW;
  423. worldPoint3D.z = worldPoint.z * invW;
  424. }
  425. return viewToWorldPoint(worldPoint3D);
  426. }
  427. Vector3 CameraBase::screenToViewPoint(const Vector2I& screenPoint, float depth) const
  428. {
  429. Vector2 ndcPoint = screenToNdcPoint(screenPoint);
  430. return ndcToViewPoint(ndcPoint, depth);
  431. }
  432. Vector2 CameraBase::screenToNdcPoint(const Vector2I& screenPoint) const
  433. {
  434. Rect2I viewport = getViewportRect();
  435. Vector2 ndcPoint;
  436. ndcPoint.x = (float)(((screenPoint.x - viewport.x) / (float)viewport.width) * 2.0f - 1.0f);
  437. const RenderAPIInfo& info = RenderAPI::getAPIInfo();
  438. if(info.isFlagSet(RenderAPIFeatureFlag::NDCYAxisDown))
  439. ndcPoint.y = (float)(((screenPoint.y - viewport.y) / (float)viewport.height) * 2.0f - 1.0f);
  440. else
  441. ndcPoint.y = (float)((1.0f - ((screenPoint.y - viewport.y) / (float)viewport.height)) * 2.0f - 1.0f);
  442. return ndcPoint;
  443. }
  444. Vector3 CameraBase::viewToWorldPoint(const Vector3& viewPoint) const
  445. {
  446. return getViewMatrix().inverseAffine().multiplyAffine(viewPoint);
  447. }
  448. Vector2I CameraBase::viewToScreenPoint(const Vector3& viewPoint) const
  449. {
  450. Vector2 ndcPoint = viewToNdcPoint(viewPoint);
  451. return ndcToScreenPoint(ndcPoint);
  452. }
  453. Vector2 CameraBase::viewToNdcPoint(const Vector3& viewPoint) const
  454. {
  455. Vector3 projPoint = projectPoint(viewPoint);
  456. return Vector2(projPoint.x, projPoint.y);
  457. }
  458. Vector3 CameraBase::ndcToWorldPoint(const Vector2& ndcPoint, float depth) const
  459. {
  460. Vector3 viewPoint = ndcToViewPoint(ndcPoint, depth);
  461. return viewToWorldPoint(viewPoint);
  462. }
  463. Vector3 CameraBase::ndcToViewPoint(const Vector2& ndcPoint, float depth) const
  464. {
  465. return unprojectPoint(Vector3(ndcPoint.x, ndcPoint.y, depth));
  466. }
  467. Vector2I CameraBase::ndcToScreenPoint(const Vector2& ndcPoint) const
  468. {
  469. Rect2I viewport = getViewportRect();
  470. Vector2I screenPoint;
  471. screenPoint.x = Math::roundToInt(viewport.x + ((ndcPoint.x + 1.0f) * 0.5f) * viewport.width);
  472. screenPoint.y = Math::roundToInt(viewport.y + (1.0f - (ndcPoint.y + 1.0f) * 0.5f) * viewport.height);
  473. return screenPoint;
  474. }
  475. Ray CameraBase::screenPointToRay(const Vector2I& screenPoint) const
  476. {
  477. Vector2 ndcPoint = screenToNdcPoint(screenPoint);
  478. Vector3 near = unprojectPoint(Vector3(ndcPoint.x, ndcPoint.y, mNearDist));
  479. Vector3 far = unprojectPoint(Vector3(ndcPoint.x, ndcPoint.y, mNearDist + 1.0f));
  480. Ray ray(near, Vector3::normalize(far - near));
  481. ray.transformAffine(getViewMatrix().inverseAffine());
  482. return ray;
  483. }
  484. Vector3 CameraBase::projectPoint(const Vector3& point) const
  485. {
  486. Vector4 projPoint4(point.x, point.y, point.z, 1.0f);
  487. projPoint4 = getProjectionMatrixRS().multiply(projPoint4);
  488. if (Math::abs(projPoint4.w) > 1e-7f)
  489. {
  490. float invW = 1.0f / projPoint4.w;
  491. projPoint4.x *= invW;
  492. projPoint4.y *= invW;
  493. projPoint4.z *= invW;
  494. }
  495. else
  496. {
  497. projPoint4.x = 0.0f;
  498. projPoint4.y = 0.0f;
  499. projPoint4.z = 0.0f;
  500. }
  501. return Vector3(projPoint4.x, projPoint4.y, projPoint4.z);
  502. }
  503. Vector3 CameraBase::unprojectPoint(const Vector3& point) const
  504. {
  505. // Point.z is expected to be in view space, so we need to do some extra work to get the proper coordinates
  506. // (as opposed to if point.z was in device coordinates, in which case we could just inverse project)
  507. // Get world position for a point near the far plane (0.95f)
  508. Vector4 farAwayPoint(point.x, point.y, 0.95f, 1.0f);
  509. farAwayPoint = getProjectionMatrixRS().inverse().multiply(farAwayPoint);
  510. // Can't proceed if w is too small
  511. if (Math::abs(farAwayPoint.w) > 1e-7f)
  512. {
  513. // Perspective divide, to get the values that make sense in 3D space
  514. float invW = 1.0f / farAwayPoint.w;
  515. Vector3 farAwayPoint3D;
  516. farAwayPoint3D.x = farAwayPoint.x * invW;
  517. farAwayPoint3D.y = farAwayPoint.y * invW;
  518. farAwayPoint3D.z = farAwayPoint.z * invW;
  519. // Find the distance to the far point along the camera's viewing axis
  520. float distAlongZ = farAwayPoint3D.dot(-Vector3::UNIT_Z);
  521. // Do nothing if point is behind the camera
  522. if (distAlongZ >= 0.0f)
  523. {
  524. if (mProjType == PT_PERSPECTIVE)
  525. {
  526. // Direction from origin to our point
  527. Vector3 dir = farAwayPoint3D; // Camera is at (0, 0, 0) so it's the same vector
  528. // Our view space depth (point.z) is distance along the camera's viewing axis. Since our direction
  529. // vector is not parallel to the viewing axis, instead of normalizing it with its own length, we
  530. // "normalize" with the length projected along the camera's viewing axis.
  531. dir /= distAlongZ;
  532. // And now we just find the final position along the direction
  533. return dir * point.z;
  534. }
  535. else // Ortographic
  536. {
  537. // Depth difference between our arbitrary point and actual depth
  538. float depthDiff = distAlongZ - point.z;
  539. // Depth difference along viewing direction
  540. Vector3 depthDiffVec = depthDiff * -Vector3::UNIT_Z;
  541. // Return point that is depthDiff closer than our arbitrary point
  542. return farAwayPoint3D - depthDiffVec;
  543. }
  544. }
  545. }
  546. return Vector3(0.0f, 0.0f, 0.0f);
  547. }
  548. Camera::Camera()
  549. :mMain(false)
  550. { }
  551. SPtr<ct::Camera> Camera::getCore() const
  552. {
  553. return std::static_pointer_cast<ct::Camera>(mCoreSpecific);
  554. }
  555. SPtr<Camera> Camera::create()
  556. {
  557. Camera* handler = new (bs_alloc<Camera>()) Camera();
  558. SPtr<Camera> handlerPtr = bs_core_ptr<Camera>(handler);
  559. handlerPtr->_setThisPtr(handlerPtr);
  560. handlerPtr->initialize();
  561. return handlerPtr;
  562. }
  563. SPtr<Camera> Camera::createEmpty()
  564. {
  565. Camera* handler = new (bs_alloc<Camera>()) Camera();
  566. SPtr<Camera> handlerPtr = bs_core_ptr<Camera>(handler);
  567. handlerPtr->_setThisPtr(handlerPtr);
  568. return handlerPtr;
  569. }
  570. SPtr<ct::CoreObject> Camera::createCore() const
  571. {
  572. ct::Camera* handler = new (bs_alloc<ct::Camera>()) ct::Camera(mViewport->getCore());
  573. SPtr<ct::Camera> handlerPtr = bs_shared_ptr<ct::Camera>(handler);
  574. handlerPtr->_setThisPtr(handlerPtr);
  575. return handlerPtr;
  576. }
  577. void Camera::initialize()
  578. {
  579. mViewport = Viewport::create(nullptr);
  580. CoreObject::initialize();
  581. gSceneManager()._registerCamera(std::static_pointer_cast<Camera>(getThisPtr()));
  582. }
  583. void Camera::destroy()
  584. {
  585. if(isInitialized())
  586. gSceneManager()._unregisterCamera(std::static_pointer_cast<Camera>(getThisPtr()));
  587. CoreObject::destroy();
  588. }
  589. Rect2I Camera::getViewportRect() const
  590. {
  591. return mViewport->getPixelArea();
  592. }
  593. CoreSyncData Camera::syncToCore(FrameAlloc* allocator)
  594. {
  595. UINT32 dirtyFlag = getCoreDirtyFlags();
  596. UINT32 size = getActorSyncDataSize();
  597. size += rttiGetElemSize(dirtyFlag);
  598. UINT32 ppSize = 0;
  599. if (dirtyFlag != (UINT32)ActorDirtyFlag::Transform)
  600. {
  601. size += rttiGetElemSize(mLayers);
  602. size += rttiGetElemSize(mProjType);
  603. size += rttiGetElemSize(mHorzFOV);
  604. size += rttiGetElemSize(mFarDist);
  605. size += rttiGetElemSize(mNearDist);
  606. size += rttiGetElemSize(mAspect);
  607. size += rttiGetElemSize(mOrthoHeight);
  608. size += rttiGetElemSize(mPriority);
  609. size += rttiGetElemSize(mCustomViewMatrix);
  610. size += rttiGetElemSize(mCustomProjMatrix);
  611. size += rttiGetElemSize(mFrustumExtentsManuallySet);
  612. size += rttiGetElemSize(mMSAA);
  613. size += sizeof(UINT32);
  614. if(mRenderSettings != nullptr)
  615. {
  616. mRenderSettings->_getSyncData(nullptr, ppSize);
  617. size += ppSize;
  618. }
  619. }
  620. UINT8* buffer = allocator->alloc(size);
  621. char* dataPtr = (char*)buffer;
  622. dataPtr = syncActorTo(dataPtr);
  623. dataPtr = rttiWriteElem(dirtyFlag, dataPtr);
  624. if (dirtyFlag != (UINT32)ActorDirtyFlag::Transform)
  625. {
  626. dataPtr = rttiWriteElem(mLayers, dataPtr);
  627. dataPtr = rttiWriteElem(mProjType, dataPtr);
  628. dataPtr = rttiWriteElem(mHorzFOV, dataPtr);
  629. dataPtr = rttiWriteElem(mFarDist, dataPtr);
  630. dataPtr = rttiWriteElem(mNearDist, dataPtr);
  631. dataPtr = rttiWriteElem(mAspect, dataPtr);
  632. dataPtr = rttiWriteElem(mOrthoHeight, dataPtr);
  633. dataPtr = rttiWriteElem(mPriority, dataPtr);
  634. dataPtr = rttiWriteElem(mCustomViewMatrix, dataPtr);
  635. dataPtr = rttiWriteElem(mCustomProjMatrix, dataPtr);
  636. dataPtr = rttiWriteElem(mFrustumExtentsManuallySet, dataPtr);
  637. dataPtr = rttiWriteElem(mMSAA, dataPtr);
  638. dataPtr = rttiWriteElem(ppSize, dataPtr);
  639. if(mRenderSettings != nullptr)
  640. mRenderSettings->_getSyncData((UINT8*)dataPtr, ppSize);
  641. dataPtr += ppSize;
  642. }
  643. return CoreSyncData(buffer, size);
  644. }
  645. void Camera::getCoreDependencies(Vector<CoreObject*>& dependencies)
  646. {
  647. dependencies.push_back(mViewport.get());
  648. }
  649. void Camera::_markCoreDirty(ActorDirtyFlag flag)
  650. {
  651. markCoreDirty((UINT32)flag);
  652. }
  653. RTTITypeBase* Camera::getRTTIStatic()
  654. {
  655. return CameraRTTI::instance();
  656. }
  657. RTTITypeBase* Camera::getRTTI() const
  658. {
  659. return Camera::getRTTIStatic();
  660. }
  661. namespace ct
  662. {
  663. Camera::~Camera()
  664. {
  665. RendererManager::instance().getActive()->notifyCameraRemoved(this);
  666. }
  667. Camera::Camera(SPtr<RenderTarget> target, float left, float top, float width, float height)
  668. : mRendererId(0)
  669. {
  670. mViewport = Viewport::create(target, left, top, width, height);
  671. }
  672. Camera::Camera(const SPtr<Viewport>& viewport)
  673. : mRendererId(0)
  674. {
  675. mViewport = viewport;
  676. }
  677. void Camera::initialize()
  678. {
  679. RendererManager::instance().getActive()->notifyCameraAdded(this);
  680. CoreObject::initialize();
  681. }
  682. Rect2I Camera::getViewportRect() const
  683. {
  684. return mViewport->getPixelArea();
  685. }
  686. void Camera::syncToCore(const CoreSyncData& data)
  687. {
  688. char* dataPtr = (char*)data.getBuffer();
  689. UINT32 dirtyFlag;
  690. dataPtr = syncActorFrom(dataPtr);
  691. dataPtr = rttiReadElem(dirtyFlag, dataPtr);
  692. mRecalcFrustum = true;
  693. mRecalcFrustumPlanes = true;
  694. mRecalcView = true;
  695. if (dirtyFlag != (UINT32)ActorDirtyFlag::Transform)
  696. {
  697. dataPtr = rttiReadElem(mLayers, dataPtr);
  698. dataPtr = rttiReadElem(mProjType, dataPtr);
  699. dataPtr = rttiReadElem(mHorzFOV, dataPtr);
  700. dataPtr = rttiReadElem(mFarDist, dataPtr);
  701. dataPtr = rttiReadElem(mNearDist, dataPtr);
  702. dataPtr = rttiReadElem(mAspect, dataPtr);
  703. dataPtr = rttiReadElem(mOrthoHeight, dataPtr);
  704. dataPtr = rttiReadElem(mPriority, dataPtr);
  705. dataPtr = rttiReadElem(mCustomViewMatrix, dataPtr);
  706. dataPtr = rttiReadElem(mCustomProjMatrix, dataPtr);
  707. dataPtr = rttiReadElem(mFrustumExtentsManuallySet, dataPtr);
  708. dataPtr = rttiReadElem(mMSAA, dataPtr);
  709. UINT32 ppSize = 0;
  710. dataPtr = rttiReadElem(ppSize, dataPtr);
  711. if(ppSize > 0)
  712. {
  713. if (mRenderSettings == nullptr)
  714. mRenderSettings = bs_shared_ptr_new<RenderSettings>();
  715. mRenderSettings->_setSyncData((UINT8*)dataPtr, ppSize);
  716. dataPtr += ppSize;
  717. }
  718. }
  719. RendererManager::instance().getActive()->notifyCameraUpdated(this, (UINT32)dirtyFlag);
  720. }
  721. }
  722. }